天际的退伍军人-具有挑战性的经验

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在3DM Mod站下载上古卷轴5:重置版最新的天际的退伍军人-具有挑战性的经验 Mod,由gmartins92制作。lizhixian在我们的平台上分享了这个免费且高质量的游戏模组,让玩家们可以享受到更加丰富的游戏体验。快来3DM Mod站下载并尝试吧!

详细介绍

Mod作者: gmartins92 Mod版本: 1.0 Mod大小: 56.3 KB 更新时间: 2019-12-30 01:01:04 发布时间: 2019-12-30 01:01:04

详细说明

还记得你的建筑破坏了比赛吗?当你学会召唤魔王并拥有双胞胎灵魂的时候?或者当你双击瘫痪,让敌人陷入昏迷?那一次,当你升级附魔津贴,比在控制台输入TGM更强大的时候?几乎所有的构建都达到了如此强大的程度,以至于游戏变得很无聊。但是,仅仅安抚那些被压倒的东西是不够的。天边仍然有一些无用的东西,比如捆绑武器补贴或吸血鬼排泄物。我试着用这个模式来平衡一切,让Skyrim从一开始就成为一个充满挑战的游戏,但没有增加太多,而是改变了我们所拥有的一切。

这种模式对于经验丰富的球员来说是非常理想的,他们在TESV Skyrim看到了一个真正的挑战。设定难度大师从LVL 1到LVL 30-40,然后设定难度传奇到这一点,以优化平衡。

Also, it is recommended that you download this mod that will disable death animations against the player: http://www.nexusmods.com/skyrim/mods/47196/? 

更新
(3/12/2017):毁灭津贴、因诺威法术、萨塔尔护身符的戴戴(Dadem of Savant和Saarthal护身符)。
(11/Cecenger/2017):神秘打击津贴、选区、种族权力

让我们开始吧:


炼金术

1.恢复药水:设定值为25、50、75、100、125、150点。

2.不再设置恢复效果的强化属性(防止利用)

3.伤害生命值/耐力/魔法值的炼金术效果设定为2秒而不是瞬间。

4.毒药津贴改为正确剂量。它将使使用的药剂和毒药的持续时间增加50%。

蚀变

老实说,这里没什么可改变的

1.瘫痪:5秒

2.大规模瘫痪:10秒

3.魔法:呆板的机会从25%到10%

在此之前,你可以双投瘫痪,让这家伙陷入昏迷。说真的,30秒的瘫痪时间足以做任何事情。

束缚武器

除了弓外,香草装订的武器是相当平衡的。考虑到它没有重量,它的力量攻击消耗的精力要少得多。额外的额外效果,你可以很容易地获得与法术,不是一个很好的选择投资点。另外,作为魔法武器,我已经改变了它的目的,他们没有专注于DPS,而是拒绝敌人和恢复Magicka。

*Perks*

1.神秘约束:它现在被称为“征服者”。增加绑定武器基础伤害。增加耐力伤害和魔法武器伤害。

2.灵魂盗贼:现在叫做“神秘打击”。捆绑武器吸收了Magicka。灵魂陷阱真的很便宜,很容易投放,那么为什么“灵魂盗贼”是一种特惠呢?

3.遗忘约束:它现在被称为“诅咒的打击”。绑定武器将目标攻击速度降低20%,持续3秒。多次命中恢复持续时间。

*武器*

1.装订剑(新手)
基础损坏:9
附庸强化:+5基础伤害;+10耐力伤害;+10魔法伤害
神秘主义打击津贴:吸收10点Magicka

2.装订匕首(新手)
基础损坏:6
附庸强化:+4基础伤害;+10耐力伤害;+10魔法伤害
神秘主义打击津贴:吸收10点Magicka

3.束缚战斧(学徒)
基础损坏:17
附庸强化:+5基础伤害;+10耐力伤害;+10魔法伤害
神秘打击津贴:吸收15分的Magicka

4.约束弓(熟练)
基础损坏:10
附庸强化:+6基础伤害;+10耐力伤害;+10魔法伤害
神秘打击津贴:吸收15分的Magicka

我知道我知道..。你真的很喜欢这个,但你看到船头说“该死,他搞砸了”。因此,原因是:香草绑定弓有一个基础损害18和24与额外。你知道蜻蜓的弓基损伤有多大吗?20分.20分要获得龙骨弓,你需要100次缝制。通过传奇升级,你可以得到30点的伤害。但话又说回来了,有100个碎片和一个游戏结束项目。还有一个原因:龙骨弓的速度是0,75。束缚弓是0,875。它射得比蜻蜓快。第三个理由?好的:你可以用40个法术或在阿莫尔堡获得束缚弓。两者都很容易得到。没有理由了?这是第四个:绑定的弓有无限的束缚箭,其伤害相当于守护箭。试着在香草天边得到100个恶魔箭..。最后一个原因:你知道绑定的箭头有隐藏的效果吗?它能阻止法师的病房。没错!

魔咒

有些法术是平衡的,另一些则是超游戏中断(例如:德雷莫拉领主)。增加了新的熟悉的法术,提高了召唤法术的成本。

**NPC**

魔术师NPC修好了。他们没有正确地施展魔法。弓箭手会召唤一位令人毛骨悚然的领主!

*新手*

1.召唤熟悉:现在它被称为魔法狼熟悉

*学徒*

1.魔法火焰Atronach:费用提高75%

2.法律上的Boneman:费用提高75%

*熟练*

1.熟悉的法术:新法术--与普通的Sabrecat相同
我不想它比霜冻更好,只是不同而已。冰霜阿特罗纳(Frost Atronach)的伤痕更大,但伤害更小,但生命值却较低。

2.魔法灰产卵:成本提高100%

3.召唤Frost Atronach:费用提高100%

4.魔术师:费用提高100%

5.法术探索者:费用提高100%

*专家*

1.召唤Dremora主:从专家法术中被驱逐,现在它是一个主法术,只能在魔商身上找到。被放逐到最后的深渊。像大师法术一样花费1100美元。

2.魔法熊熟悉:新法术-与普通熊相同,但有300点生命值。
我不想让它像洞穴熊一样超黑,因为熊有很多DPS。他们可以在不到2秒内攻击3次,一次攻击就是一次力量攻击。

3.魔法灰守护者:费用提高100%

4.召唤Wrathman:费用提高100%

5.魔法风暴Atronach:费用提高100%

*大师*

1.火焰之心:现在发射火球和投出防火墙--香草一号是无用的,它现在可以拥有所有3支部队中最高的DPS,但是它的基础生命值最低。

2.召唤Dremora主:没有其他目的.

那么,我为什么要这么多地提高成本呢?因为在香草游戏中,德雷莫拉勋爵和雷霆雷的花费几乎是一样的。如果你向土匪首领发射雷电,他就会受到一些伤害,但如果你召唤一个恶毒的主,他就会摧毁首领和其他敌人。这种情况也适用于其他咒语。

毁灭 

每个人都抱怨破坏是脆弱的。对我来说,毁灭是可以的,但是有些法术真的很糟糕,而且专家法术确实是在宣泄。现在,一切都被修正了,专家法术现在是强大的(如果不是最强的)伤害选择。

*学徒咒语*

符文现在得到额外的效果(增强,冲击,恐怖的方面,等等),并更安静。
为了更多的防御策略,他们因受到冲击而步履维艰。

*专家咒语*

1.墙法术现在每秒施15点dmg,如果敌人继续前进,它会留下每秒15点的痕迹,持续2秒。香草是错误的,显示了50美分的dmg,但做得和一个老人的屁一样多。

2.“焚烧”、“冰矛”和“雷霆”现在增加连续命中的伤害,击退抵抗(5秒5%)。取消是累积的,受各自的增援影响。双铸只增加调试器的大小(5s增加11%)。那么你现在要承受多少损失?因为抵抗将在5秒后开始恢复,如果你不错过的话,你可以在50%或更少的情况下恢复50%-70%。噢!我降低了铸造成本。
这些现在是第二好的单一目标的核武器,第一个仍然是“闪电风暴”的伤害/魔法成本。

*Perks*

符文大师:可以放置额外的符文+扩展范围

强烈火焰:火焰法术有可能造成恐怖,不再以健康为基础。

深冻:冰霜法术有使目标瘫痪的机会,不再以生命为基础。

附魔与被动能力

现在这真的被压倒了。说真的,谁从来没有用这棵技术树破坏过比赛?记住
当你把所有的装备都迷住了,比赛突然变得无聊了?
与它们相比,所有的酷的独特的物品都是虚无的?你为什么要用龙牧师面具
你的头盔可以消除所有的伤害和头对阿尔丁的死亡,一击?所以是的,大书呆子被创造出来了。

1.几乎所有的魔法都有震撼力。

2.%魔法(单手强化,毁灭等等)将在增加15%时具有最佳价值,如果被制造,则值20%。
3.抵抗魔法伤害受到了很大的打击。在此之前,你可以找到一个70%的抵抗火力或装甲,现在最强的是30%。要想得到这顶帽子,你现在真的需要使用更多的物品和药水。

4.除乌木叶片外,其他物品均未接触。埃伯尼刀锋固定在双手范围内,技能技能强化设置为戴德里克。攻击速度设置为1.0,像香草一样,伤害被缓冲16点,临界伤害增加。附魔以5点吸收值开始,以10点结束。这是一个打破游戏的项目,30美分的吸收在充分LVL。什么都杀不了你。我不得不删除我做的一个建筑,因为它是上帝一样的,它使用的基本上只是乌木刀片。

5.大多数独特的物品都没有被碰过。

6.凯恩的象征:那个疯狂的老人让你在天边到处猎杀野兽,并给你一条小小的项链作为奖励。现在,它拥有了最好的射箭魔法(20%现在是最好的魔法)。
6.1 Saarthal护身符:减少5%,而不是3%。
6.2“博学日记”:减少10%,而不是5%。

7.新的Konahriik面罩-增加15%的伤害抵抗力+50点生命值。把火斗篷改成了火暴。召唤龙牧师效果不变。
7.1.拉赫格特面具:+50%的耐力再生。

8.主石:10%的魔法抵抗力(25%)。

9.阿特罗纳石:吸收20%(30%)。

10.玛拉的祝福:5%的魔法抵抗(15%)。

11.魔法抗性(变种树):5%、10%和20%(分别为10%、20%和30%)。

12.Atronach Perk(蚀变树):20%(30%)。

13.不要再用手工艺(炼金术)来强化魔法来关闭循环。你仍能发现强健的魅力
药水,但不是手工制作的。

14.白色瓶
*伤害:+50%来自所有战斗来源的伤害,除手无寸铁外。
*Magicka:+100%恢复和+100 Magicka
*耐力:+100%恢复和+100耐力
*抵抗魔法:不变
*偷偷摸摸:+50%更难被发现
*治疗:即时300分

15.护盾冲锋:你不能再锁定你的对手。绿色烟雾将在击倒目标周围显示15秒。当它下降时,你可以重铸护盾装药。试着在烟雾熄灭之前重铸一下就能恢复免疫力。你不再把它们扔到空中(但仍然把它们推回去),因为这种效果有时会有很小的延迟,即使你向前冲,你也可以把它们扔回去.

16.马弗莱附魔:降噪25%(50%)

17.食肉动物的优雅:降噪25%(100%)+50%耐力恢复(1%)

18.Auriel弓+箭:对恢复效果设置魔法(强化药剂和装备将影响它),并设置3000次冲锋(就像其他强力魔法武器一样)

19.增强效果(毁灭):不再影响混乱魔法。

20.福利津贴现在只增加50%,而不是100%。这是因为魔法可以通过炼金术和魔法来改善。

21.护甲奖励每等级10%(每级20%)。

22.元素保护(强化技能):减少所有魔法伤害30%。

23.古老的法尔默盔甲将使用与靴子、盔甲和护甲相匹配的设置加值。

24.混沌伤害-现在每个元素伤害源从每个魔法天赋增加8,3%,总计25%。

25.炼金术和炼金术魔法变为“+%”到“+技能点”(呆板)。

26.法术魔法不再可以放在盔甲里,只能放在护具和珠宝上。

所以你可能在想:我不可能下载这个,那个家伙被迷住了!
嗯,迷人真的很让人心碎。如果您想要一次具有挑战性的体验,您的构建就无法接近。
敬它。现在的魅力就像它应该有的那样。二次技能树。有了这个,你就可以得到所有的额外福利,而它不会
激活上帝模式。玩得开心!

幻象

1.隐形:集中法术,20 Magicka/秒。我已经改变了它,以便其他隐形选项是可行的。
2.安静的铸造:不再影响喊叫。蜻蜓是用雷鸣般的喊叫还是低语?
3.马弗莱:降噪25%(100%)

改良设备

一些困扰我的东西

1.银剑:额外伤害从20点减少到10点。
有了非官方的补丁,银色的剑现在是可以控制的。最初的额外损失是20。

这是可以的,考虑到贝塞斯达不想让它受到磨练,你可以用银剑对付亡灵的原始伤害是28。那可不只是一把龙骨大刀。但现在你可以调整他们,这将使额外的20分压倒不死。
就像香草一样,这些额外的点数被额外的奖励和魔法相乘,而不是武器技能。总括而言:在早期的游戏中,它仍然是对抗亡灵的最佳选择,但是在更高的职业生涯中,它的比例不太好,并且可以/应该被另一种武器所取代。

2.破碎机:对不死人额外10点火焰伤害,对不死人打击时增加额外的动画。爆炸伤害从25点上升到50点。使用蜜饯时,爆炸会造成更大的伤害。解整也增加了命中。

有银剑使破晓器无用。即使是银剑,也使破晓者与银剑处于同一水平。现在,这是对付亡灵的最好选择,因为它是为它而做的,是由一只达德拉……或者不管是什么米利迪亚制造的。

3.护卫武器:只对吸血鬼造成50%的伤害(不包括任何亡灵)。

最初的额外伤害是5分.5分.f-i-v-e p-o-i-n-t-s.现在集中力量的派系
吸血鬼在对付吸血鬼时拥有最好的武器。

4.道恩护卫盾牌:对吸血鬼的额外伤害是5分,但现在是10分。

5.道恩卫兵战锤:设定正常速度(比其他战锤慢)

6.风切变:点击率不再参差。普通的击打攻击有25%(60%以上)可以击倒目标。它的摆动速度也快了20%。
这是什么鬼东西?

7.米拉克剑射程改为双手武器

8.Auriel盾牌:设置为轻装甲。

种族

一些种族的小平衡。你的法师现在可以杀死黑暗精灵,你的罪犯可以杀死诺德人。他们仍然有阻力,但没有超级50%。

所有NPC和播放器的电阻变化:

1.布列塔尼:10%魔法

2.北方:20%霜冻

3.黑暗精灵:20%魔法

权力发生了变化:

1.祖先的愤怒:15点伤害

2.木精灵:命令动物现在是猎人的焦点:你的反应被锐化了20秒。
意思:+50%移动,+200%弓箭伤害,+50%猫鼬攻击速度,时间减慢50%
现在这场比赛不烂了!

3.兽人狂暴:增加破坏伤害

恢复

修复有一个冷静的概念,以保持不死在海湾,但执行不力。我已经改变了大部分咒语。治疗是被神经的,因为你可以几乎死亡,并恢复最大的生命值,在几个施放。即使是有一点恢复点的战士也能做到这一点。
现在使用法术更加有趣,平衡,有些效果也不同:

*新手*

1.疗愈:每秒愈合5点
2.较小病房:费用减少30%

*学徒**

1.变小亡灵:将亡灵提升到6级,成为你的盟友,持续20秒。费用增加^

2.快速治疗:200%生命值恢复15秒(1%最高生命/秒)。休息增加20%的耐力恢复。
因为战士和盗贼可以很容易地获得这一点,现在它是一个每秒钟的治疗,将重置持续时间,如果再次施放。双投只会增加持续时间。现在你需要建立一些策略,而不是治愈你的胜利之路。
来吧,在这个游戏里有很多选择!要有创意!

3.治疗手:每秒5分

4.暗恋治疗:每秒5分

5.坚定不移:成本降低30%

*熟练*

1.毒符文:除伤害外,毒药符文降低敌人护甲等级(50枚,110枚双投)。

2.击退较小的亡灵:使亡灵逃到8级,并点燃他们(1分/秒)。^成本增加^
不受火焰增强或抵抗火焰的影响(它是从恢复而不是破坏中产生的火焰)

3.变成亡灵:将亡灵提升到13级,成为你的盟友,持续20秒。费用增加^

4.宪兵队的灵气:香草效果+减少接触时的不死耐力和Magicka再生。

5.太阳伤害:香草效应+减少燃烧时的不死耐力和Magicka再生。

6.吸血鬼贝恩:在燃烧过程中,香草效果+减少不死耐力和Magicka再生。
(当吸血鬼暴露在太阳下时,他们无法再生,那么如果你把太阳带到他们身边会发生什么呢?)

7.近距离伤口:治愈40人

8.治愈其他:治愈40人

9.治愈亡灵:治疗40点

10.大病房:费用减少30%

*专家*

在我们继续之前,让我解释一下我为什么这么做:如果你建造一个修复大师,几乎没有不死之人。
一种威胁。然而,在将一群德拉格人蒸入地窖后,你的角色将无法杀死
该死的土匪修复,至少离你很远。因为修复是一棵防御技能树,
下一个法术现在会保护你.至少在短时间内。

1.保护圈:在10秒内,试图打破圆圈的敌人被错开。更大的敌人是免疫的。如果你被压垮了,大喊大叫就在冷却中,你就用这个.而且你有魔法,因为成本增加了(很明显)。

2.击退亡灵:使亡灵逃到8级,并点燃他们(3分/秒)。^成本增加^
不受火焰增强或抵抗火焰的影响(它是从恢复而不是破坏中产生的火焰)

3.大亡灵:将亡灵提升至21级,持续20秒。^成本增加^

4.大康复:在区域内治愈100人

*大师*

1.亡灵之灾:火焰伤害增加到320点,香草游戏增加到70点。亡灵被击退了。亡灵达45 LVL(30 LVL)。不再受火焰和火焰的影响。

2.守护圈:治疗不变。圆圈把敌人推回来。活动20秒。

*Perks*

1.吸收率:增加到33%(25%)。

(现在)恢复是一个完美的魔法学校,不要让任何人告诉你否则!

呼喊

有些是相当强大的,有些有很长的重铸时间和一些是无用的,大多数是好的。

1.光环语者:缩短持续时间(5;10;20)

2.战斗狂暴:现在与Serana一起工作(这是创作工具包中不与不死角色一起工作的一个条件.)

3.虚幻:+不同的效果
Fein+25%Magicka Recen+25%耐力恢复
Zii+50%Magicka Recen+50%雄蕊恢复
+100%Magicka Recen+100%耐力恢复
飞毛腿:+200%的生命值在空灵时恢复。
在此之前,使用超过一个单词是没有意义的。现在你有了第一次恢复性的喊叫(耶!)而且很有用。

4.沮丧:LVL增加(10;20;30)+充电增加(40;60;100)
增加补给,这样你就不能一次又一次的投篮,并以恐惧的方式来保持敌人的力量。

5.消耗活力:你知道吗,这也抵消了对手在排水沟中的耐力和魔法恢复?
是的.没有任何变化

6.元素狂暴:增加补给(40;60;90)+减少效果(15%;30%;50%)+使用魔法武器
这是打破游戏,你知道的。

7.火焰呼吸:持续时间缩短(15;25;40)
喊叫造成了很大的伤害,但是补给太长了,所以没有用。现在这是一个很好的呼喊!
像龙一样呼吸火焰!

8.冰冻呼吸:持续时间缩短(20;30;50)+龙出生DLC的改变
加冰15秒,但是等一下.冰形是另一种叫喊!你为什么要重复这个咒语?所以我把它改为降低攻击速度(10%;20%;30%),持续15秒。说得对吗?而且它仍然很强大。

9:死亡标记:增加补给(30;60;90)+缩短持续时间(20)+不同效果
KRII:伤害不变,-50护甲,10%的元素抵抗力
伦:伤害不变,-100护甲,-20%的元素抵抗力
伤害未上吊,200护甲。-40%的元素抗性
标记为死亡意味着你希望它死而不是流血!!

10.缓慢时间:充电增加(50;70;100),不再改变。
最强烈的呼喊之一是香草游戏中最低的一次.来吧..。

11.旋风冲刺:旋风呼喊:1字错位人形,2字错位巨人和龙,3字伤害和推动巨人。现在,这是一个有趣的呼喊,并有其用途。它不工作时,冲刺(游戏不能激活斗篷,而旋风冲刺是积极的),只有在开始和到达。
不过,它比原版要好。

吸血鬼排水管

第1阶段香草吸血鬼排水沟为每秒2分/秒,在掌握难度时,每秒钟造成1秒的伤害。
...每秒一分!准备好阿尔丁!我刚变成吸血鬼我要杀了你.明年!
增加人体的吸血鬼排泄物,使之有用。

第一阶段-每秒8分
阶段2-每秒10秒
第3阶段-每秒12秒
第4阶段-每秒15秒

它也提高了道恩护卫的强度,吸收了耐力和马奇卡同样的数量。
这看起来可能是一个巨大的不平衡变化,但事实并非如此。实际上,香草的排泄物是不稳定的,很弱的。

吸血鬼主与狼人的平衡

1.狼人不再用双挥杆击倒(现在是笨重的参差对手),吸血鬼领主的消耗(导弹)成本也增加了。哈肯的法术也会造成更大的伤害。

武器钝化

*关键*

关键现在造成5倍以上的伤害在所有额外的,他们在机会(%)不同的应用。临界电荷使它加倍,
使它更强大10倍。
数学时间:它没有你想象的那么多。现在,你有10%->20%的基础伤害作为额外伤害。
钢剑的基础伤害为10。如果它变形,它将造成25点额外的伤害,而不是额外的额外伤害。如果你使用的是临界冲锋(运行能量攻击),额外的伤害将是50。现在是个不错的约会。
就像你所知道的:“伟大的关键冲锋”和“临界冲锋”是有效的,并且仍然适用于所有的武器类型。这并不是因为战锤不能攻击跑动力量攻击不会有额外的伤害。运行能力攻击的附加伤害用这个MOD等于[基本损伤x5],而不论武器类型如何。

**Bullseye**

改为枕形...受龙时代的启发,箭现在将击破敌人的护甲15秒,每次攻击增加5%的魔法伤害。这种影响是累积的。

*流血*

出血堆栈

铁材料(每次攻击最大伤害9分)
1额外津贴:2分/1秒
2额外津贴:2.5分/2秒
3额外津贴:3分/3秒

钢材料(每次攻击最大伤害12点)
1额外津贴:2分/2秒
2额外津贴:2.5分/3秒
3额外津贴:3分/4秒

兽人材料(每次攻击最大伤害12分)
1额外津贴:2分/2秒
2额外津贴:2.5分/3秒
3额外津贴:3分/4秒

矮人材料(每次攻击最大伤害15点)
1额外津贴:2分/3秒
2额外津贴:2.5分/4秒
3额外津贴:3分/5秒

精灵材质(每次攻击最大伤害15点)
1额外津贴:2分/3秒
2额外津贴:2.5分/4秒
3额外津贴:3分/5秒

玻璃材料(每次攻击最大伤害18分)
1额外津贴:2分/4秒
2额外津贴:2.5分/5秒
3额外津贴:3分/6秒

肉质材料(每次攻击最大伤害18分)
1额外津贴:2分/4秒
2额外津贴:2.5分/5秒
3额外津贴:3分/6秒

Daedric材料(每次命中最大伤害21分)
1额外津贴:2.5分/4秒
2额外津贴:35分/5秒
3分奖励:3.5分/6秒

龙骨材料(每次攻击最大伤害21分)
1额外津贴:2.5分/4秒
2额外津贴:3分/5秒
3分奖励:3.5分/6秒

另外,装订的战斧也会得到令人眩晕的流血加成。

*无视装甲*

不再忽略护甲,而是使用10%、20%或30%的法力攻击,并且在使用金刚或魔锤时有5%的几率击晕目标到3级。
几乎没有一个NPC有足够的装甲等级来使香草的额外价值。

如果你发现了不像上面说的东西,请告诉我

正如你所看到的,战士和法师得到平衡,但不是刺客。为了偷偷摸摸的平衡,我推荐这个模特儿:
http://www.nexusmods.com/skyrim/mods/23353/?

(玩得开心!)——————————————————————————————————————————————————————————————————

Remember when your build broke the game? When you learned to conjure dremora lords and got twin souls? Or when you dual casted paralyze and put the enemy in a coma? That time when you upgraded enchantment perks and was stronger than typping TGM in the console? Almost all builds reach a point that they are so powerful that the game becomes boring. But only nerfing the overpowered things would not be enough. Skyrim still have some useless things too like bound weapons perks or vampiric drain. I have tried with this mod to bring all into balance and make Skyrim a challenging game from the beginning without adding much, but rather changing what we had.

This Mod is ideal for veteran players seaking a real challenge in TESV Skyrim. Set Difficulty to Master from lvl 1 to lvl 30-40, then set the Difficulty to Legendary up to this point to optimize balance.

Also, it is recommended that you download this mod that will disable death animations against the player: http://www.nexusmods.com/skyrim/mods/47196/? 

Update
(3/december/2017): Destruction perks, Inivisbility spell, diadem of savant and saarthal amulet.
(11/cecember/2017): Mystic Blows perk, wards, orc racial power           

LET'S GET THIS STARTED: 


Alchemy

1. Restoring Potions: Set values to 25, 50, 75, 100, 125, 150 points.

2. Fortify attributes no longer set to restoration effects (prevent exploit)

3. Alchemy effects that damage health/stamina/magicka set to 2 seconds instead of instant.

4. Poisoner perk changed to Correct Doses. It will increase the duration of used potions and poisons by 50%.
 
Alteration

Honestly, not much to change here

1. Paralyze: 5 seconds

2. Mass Paralysis: 10 seconds

3. Enchantments: Nerfed chance from 25% to 10%

Before this, you could dual cast paralyze and put the guy in a coma. Seriously, 30 paralyzed seconds was enough to do pretty much anything.

Bound Weapons

Vanilla Bound Weapons were quite balanced, with exception of the bow. Considering it had no weight, it's power attacks consumed much less stamina. The perks added effects that you could get with spells very easily and were not a good option to invest points. Also, as magical weapons, I've changed it's purpose a little bit, they're not focused on dps, but rather debuffing enemies and restoring magicka.

***Perks***

1. Mystic Binding: It's called "Subjugator" now. Incresed Bound Weapons base damage.Adds stamina damage and magicka damage to bound weapons. 

2. Soul Stealer: It's called "Mystic Blows" now. Bound Weapons absorb magicka. Soul trap is really cheap and easy to cast, so why "soul stealer" was a perk?

3. Oblivion Binding: It's called "Cursed strikes" now. Bound weapons reduce targets attack speed by 20% for 3 seconds. Multiple hits restore duration.

***Weapons***

1. Bound Sword (Novice)
Base damage: 9
Subjugator perk: +5 base damage; +10 stamina damage; +10 magicka damage
Mystic Blows perk: Absorb 10 points of magicka

2. Bound Dagger (Novice)
Base damage: 6
Subjugator perk: +4 base damage; +10 stamina damage; +10 magicka damage
Mystic Blows perk: Absorb 10 points of magicka

3. Bound Battleaxe (Apprentice)
Base damage: 17
Subjugator perk: +5 base damage; +10 stamina damage; +10 magicka damage
Mystic Blows perk: Absorb 15 points of magicka

4. Bound Bow (Adept)
Base damage: 10
Subjugator perk: +6 base damage; +10 stamina damage; +10 magicka damage
Mystic Blows perk: Absorb 15 points of magicka

I know, I know... you were really into this but you saw the bow and said "damn, he fucked up". So here is the reason: The vanilla bound bow had a base damage of 18 and 24 with the perk. Do you know how much is dragonbone's bow base damage? Twenty points...20!!!. To get dragonbone bows you need 100 smithing. With legendary upgrade you can get the damage to 30. But then again, 100 smithing and an endgame item. Here is another reason: Dragonbone bow speed is 0,75. Bound bow is 0,875. It shoots faster than dragonbone. Reason number 3? Ok: You can get Bound bow with 40 conjuration skill or at Fort Amol. Both are super easy to get. No more reasons? Here's the fourth: Bound bow has unlimited bound arrows whose damage is equal to daedric arrows.  Try getting 100 daedric arrows in Vanilla skyrim... Last reason: Did you know that bound arrows had a hidden effect? It could brake mage's wards. That's right!

Conjuration

Some spells were balanced, others were ultra game breaking (example: dremora lord). Added new familiar spells and pretty much raised the cost of summoning spells.

**NPC**

Conjurers NPCs fixed. They were not conjuring properly. Arch conjurer will conjure a dremora lord!

***Novice***

1. Conjure Familiar: Now it is called Conjure Wolf Familiar

***Apprentice***

1. Conjure Flame Atronach: Cost Raised 75%

2. Conjure Boneman: Cost Raised 75%

***Adept***

1. Conjure Sabrecat Familiar: New Spell - Same as a normal Sabrecat
I didn't want it to be better than frost atronach, just diferent. Frost atronach is more tanky, sabrecat does more damage but has less health.

2. Conjure Ash Spawn: Cost Raised 100%

3. Conjure Frost Atronach: Cost Raised 100%

4. Conjure Mistman: Cost Raised 100%

5. Conjure Seeker: Cost Raised 100%

***Expert***

1. Conjure Dremora Lord: Expelled from expert spells, now it is a master spell and can only be found with the dremora merchant. Banished to the depths of the endgame. Cost 1100 like Master spells.

2. Conjure Bear Familiar: New Spell - Same as a normal Bear but with 300 health
I didn't want it to be super tanky like cave bear because bears have a lot of dps. They can attack 3 times in less than 2 seconds, one attack being a power attack.

3. Conjure Ash Guardian: Cost Raised 100%

4. Conjure Wrathman: Cost Raised 100%

5. Conjure Storm Atronach: Cost Raised 100%

***Master***

1. Flame Thrall: Now shoots Fireballs and cast Firewall the Vanilla one was useless, this can now have the highest dps of all 3 thralls, however it has the lowest base health

2. Conjure Dremora Lord: There could be no other end...

So, why have I raised the cost so much? Because in vanilla game, Dremora Lord and Thunderbolt had almost the same cost. If you fire a thunderbolt in a bandit chief he will take some damage, but if you summon a dremora lord he will destroy the chief and anyone else that is a foe. This situation was valid for other spells as well.

Destruction 

Everyone complains about Destruction being weak. For me destruction was ok, but some spells were really buggy, and the expert spells were really disapoitting. Now, everything was corrected and expert spells are now strong (if not the strongest) choices for damage.

***APPRENTICE SPELLS***

Runes now gets secondary effects by perks (augmented, impact, aspect of terror, etc) and are more silent.
They get heavy stagger from impact for more defensive strategies.

***EXPERT SPELLS***

1. Wall spells now does 15 pts of dmg per second and leaves a trail that does 15 pts per second for 2 seconds if enemies step on. Vanilla was all wrong, showing 50 pts of dmg but did as much as an old man's fart.

2. "Incinerate", "Icy spear" and "Thunderbolt" now increase damage with consecutive hits, debuffing resists (5% for 5s). Debuffing is cumulative, affected by respective augmented perks. Dual cast increase magnitude of debuff only (11% for 5s). So how much damage are you going to deal now? Since resists will start recovering after 5 seconds, you can debuff more or less 50%-70% if you don't miss. Oh! And I reduced casting cost. 
These are now the second best nukes for single targets, the first still is "Lightning Storm" in terms of damage/magicka cost. 

***Perks***

Rune master: Can place an additional rune + extended range

Intense flames: flame spells have a chance of causing terror, not health based anymore. 

Deep freeze: frost spells have a chance of paralysing the target, not health based anymore. 

Enchantments and passive abilities

Now this was really overpowered. Seriously, who had never broke the game with this skill tree? Remember
when you enchanted all your gear and the game suddently became boring?
All the cool unique items were nothing in comparison to them? Why would you bother with dragon priest masks if
your helmet could negate all damage and headbutt alduin to death with 1 hit? So yeah, big nerfs were made. 

1. Almost all enchantments had their magnitude nerfed. 

2. % enchantments (fortify one-handed, destruction and such) will have the best value possible at 15% increase and 20% if crafted.
3. Resist magic damage got nerfed a lot. Before this you could find a 70% resist fire piece or armor, now the strongest is 30%. To get the cap you really need to use more items and potions now.

4. Daedric items are untouched, with exception of ebony blade. The Ebony Blade is fixed to two-handed range, skills smithing perk set to daedric. The attack speed is set to 1.0 like vanilla, damage buffed do 16 and critical damaged Increased.The enchantment begins with 5pts of absorption and ends with 10pts. This was a gamebreaking item, with 30pts of absorption at full lvl. Nothing could kill you. I had to delete a build I've made because it was godlike and it used basically just the ebony blade.

5. Most unique items are untouched.

6. Kyne's token: That Crazy old man makes you hunt beasts all across skyrim and gives you a puny necklace as reward.Now it has the best enchantment for archery (20% is now the best possible enchantment).
6.1 Saarthal amulet: 5% reduction instead of 3%.
6.2 Diadem of savant: 10% reduction instead of 5%.

7. New Konahriik mask - Added 15% damage resistance + 50 health. Changed fire cloak to firestorm. Summon dragon priest effect unchanged.
7.1. Rahgot Mask: +50% stamina regeneration.

8. Lord stone: 10% magic resist (was 25%).

9. Atronach stone: 20% absorption (was 30%).

10. Mara's blessing: 5% magic resist (was 15%).

11. Magic Resistance (alteration tree): 5%, 10% and 20% (was 10%, 20% and 30%).

12. Atronach perk (alteration tree): 20% (was 30%).

13. No more fortify enchanting from crafting (alchemy) to close the loop. You can still find fortify enchanting
potions, but not craft them.

14. White phial
* Damage: +50% damage from all combat sources, except unarmed.
* Magicka: +100% recover and +100 magicka
* Stamina: +100% recover and +100 stamina
* Resist Magic: unchanged
* Sneak: +50% harder to detect
* Heal: instant 300 points

15. Shield Charge: No longer you can stunlock your opponent. A green smoke will show around the knockbacked target for 15 seconds. When it is down you can recast the shield charge. Trying to recast before the smoke is down will reset the immunity.  You no longer throw them into the air, (but still push them back) because this effect has sometimes a small delay and you may throw them back even though you're charging forward...

16. Muffle enchantment: 25% noise reduction (was 50%)

17. Predator's grace: 25% noise reduction (was 100%) + 50% stamina regen (was 1%)

18. Auriel Bow + arrow: Set enchantment to restoration effect (fortify potions and equipments will affect it) and set to 3000 charges (like other strong enchanted weapons)

19. Augmented Perks (Destruction): No longer affect chaos enchantments.

20. Smithing perks now only increase 50% instead of 100%. This is because smithing can be improved by alchemy and enchanting as well.

21. Armor perks nerfed to 10% per rank (were 20% per rank).

22. Elemental protection (block perk): Reduces all magic damage by 30%.

23. Ancient Falmer armor will use matching set bonus with boots, armor and gauntlets.

24. Chaos Damage - Now get 8,3% increase from each enchanter perk for each elemental damage source, totalizing 25%.

25. Smithing and alchemy enchantments changed to "+%" to "+skill points" (nerfed).

26. Smithing enchantments can no longer be put in armor, only gauntlets and jewelry.

So you're probably thinking: no way i'm downloading this, the guy busted enchanting big time!
Well, enchanting was really gamebreaking. If you wanted a challenging experience, your build could not get close
to it. Enchanting now is as it should be. A secondary skill tree. With this, you can get all perks and it won't
activate god mode. Have Fun! 

Illusion

1. Invisibility: Concentration spell, 20 magicka/second. I have changed it so that other invisibility options are viable.
2. Quiet Casting: No longer affect shout. Does the dragonborn uses thundering shouts or whispers?
3. Muffle: 25% noise reduction (was 100%)
  
Modified Equipment

Some Items that were bugging me

1. Silver swords: Additional damage reduced from 20 to 10 pts.
With Unofficial Patch, silver swords are now temperable. The original additional damage was 20.

That was ok, considering bethesda did not want it to be tempered, the raw damage you could get with the silver sword against undead was 28. That is more than a dragonbone GREATsword. But now you can temper them, which would make additional 20 points overpowered against undead.
As in vanilla, these additional points get multiplied by perks and enchantments, but not weapon skills. To sum all up: In early game it still is the best option against undead, but at higher lvls it does not scale so well and can/should be switched by another weapon.

2. Dawnbreaker: Extra 10 fire damage against undead, Extra animation on hit against undead. Explosion damage raised from 25 to 50 pts of fire damage. Explosion will deal more damage when necromage perk is used. Desintegration added on hit also.

Having silver swords made dawnbreaker useless. Even nerfing silver sword made dawnbreaker to be on the same level as silver swords. Now, it is the best option against undead, since it was made for it and made by a daedra...or whatever Meridia is.

3. Dawnguard weapons: Deal 50% more damage against Vampires only (not any Undead).

Original additional damage was 5 points...5 points....f-i-v-e   p-o-i-n-t-s.... Now the faction that is focused
on killing VAMPIRES has the best weapons when dealing with them.

4. Dawnguard shield: Additional damage against vampires was 5 points but showed 10. Now it is 10.

5. Dawnguard warhammer: set to normal speed (was slower than other warhammers)

6. Windshear: No more stagger on hits. Normal bash attacks have 25% (was 60% +) to knock down targets. It also swings 20% faster
WHAT THE HELL WAS THIS THING?  

7. Miraak sword - Range changed to two handed weapons

8. Auriel Shield: Set to light armor.

Races

A small balance to some races. Your pyromancer can now kill dark elves and your criomancer can kill nords. They still have resistances but not the super 50%.
 
Resistances changed to all NPCs and player:

1. Breton: 10% magic

2. Nord: 20% frost

3. Dark Elf: 20% Magic

Powers changed:

1. Ancestor's wrath: 15 pts of damage

2. Wood Elf: Command animal is now Hunter's Focus: Your reflexes are sharpened for 20 seconds.
Meaning: +50% movespeed, +200% bow damage, +50% meelee attack speed, time slows for 50%
Now this race doesn't suck!

3. Orc Berserk: Added Destruction damage increase

Restoration 

Restoration has a cool concept about keeping undead at bay but poor execution. i've have changed most spells. Healing was nerfed because you could be almost dead and restore health to max in a few casts. Even warriors with a bit of points in restoration could do it. 
Spells are now much more fun to use, balanced and some have different effects:

***NOVICE***

1. Healing: Heal 5pts per second
2. Lesser ward: cost reduced 30%

***APPRENTICE**

1. Turn Lesser Undead: Turn Undead up to level 6 into your ally for 20 seconds. ^Cost increased^

2. Fast Healing: 200% health regen for 15 seconds (1% max life/sec). Respite adds 20% stamina regen.
Since warriors and rogues could acquire this very easily, it is now a heal per second that will reset duration if cast again. Dual cast will increase duration only. Now you need to build some strategy rather thanhealing your way to victory. 
C'mon, there are a lot of alternatives in this game! Be creative! 

3. Healing Hands: 5pts per second

4. Necromantic Healing: 5pts per second

5. Steadfast ward: cost reduced 30%

***ADEPT***

1. Poison Rune: In addition to damage, Poison Rune decreased enemies armor rating (50 single, 110 dual cast).

2. Repel Lesser Undead: Makes undead up to level 8 flee and sets them on fire (1pts/sec).^Cost increased^
Not affected by augmented flames or resist fire (it's fire from restoration not destruction)

3. Turn Undead: Turn Undead up to level 13 into your ally for 20 seconds. ^Cost increased^

4. Stendarr's Aura: vanilla effect + Decrease undead stamina and magicka regeneration on contact.

5. Sun damage: Vanilla effect + Decrease undead stamina and magicka regeneration during burning effect.

6. Vampire' Bane: Vanilla effect + Decrease undead stamina and magicka regeneration during burning effect.
(When exposed to the sun, vampire's can't regenerate, so what happens if you bring the sun to them?)

7. Close Wounds: Heal 40 pts

8. Heal Other: Heal 40pts

9. Heal Undead: Heal 40pts

10. Greater Ward: Cost reduced 30%

***Expert***

Now before we continue, let me explain why I did what I did: If you build a restoration master, almost no undead is
a threat. However, after steamrolling a horde of draugr in a crypt, your character will not be able to kill a 
damn bandit thug with restoration nor keep it at least far from you. As restoration is a defensive skill tree, 
the next spell will now protect you...at least for a short amount of time.

1. Circle of PROTECTION: During 10 seconds, enemies that try to break the circle are staggered. Larger enemies are immune. Use this in case you get overwhelmed and shouts are in cooldown...and you have the magicka because the cost was increased (obviously).

2. Repel Undead: Makes undead up to level 8 flee and sets them on fire (3pts/sec).^Cost increased^
Not affected by augmented flames or resist fire (it's fire from restoration not destruction)

3. Turn Greater Undead: Turn Undead up to level 21 into your ally for 20 seconds.^Cost increased^

4. Grand Healing: Heal 100 pts in area

***Master***

1. Bane of the Undead: Fire damage increase to 320, vanilla game was 70. Undead are knocked back. Undead up to lvl 45 flee (was lvl 30). No longer affected by resist fire and augmented flames.

2. Guardian Circle: Heal unchanged. Circle pushes enemies back. Active for 20 seconds.

***Perks***

1. Ward absorb: increased to 33% absorbtion (was 25%).

(now) Restoration is a perfectly school of magic, and don't let anyone tell you otherwise!!

Shouts

Some were pretty overpowered, some had long recast time and some were useless, the majority are ok.

1. Aura Whisper: Decreased duration (5; 10; 20)

2. Battle Fury: Now works with Serana (it was a condition in creation kit to not work with undead characters...)

3. Become ethereal: + Different effects 
Fein +25% magicka regen  + 25% stamina regen
Zii +50% magicka regen  + 50% stamina regen
Gron +100% magicka regen + 100% stamina regen
Paarthunax Feim: +200% health regen while ethereal
Before, there was no point in using more than 1 word. Now you have the first restorative shout (yay!) and it's useful.

4. Dismay: Increased lvl affected (10; 20; 30) + Increased Recharge (40; 60; 100)
Increased Recharge so that you can't cast over and over again and keep the enemy contantly with fear.

5. Drain Vitality: Did you know that this also cancel stamina and magicka regen of the opponent during the drain? 
Yeah....no changes for it

6. Elemental Fury: Increased Recharge (40; 60; 90) + Decreased effect (15%; 30%; 50%) + Work with enchanted weapons
This was gamebreaking and you know it.

7. Fire Breath: Decreased duration (15; 25; 40)
The shout had really good damage but the recharge was simply too long, making it useless. Now it is a good shout! 
Breath fire like a dragon! 

8. Frost Breath: Decreased duration (20; 30; 50) + changed perk of Dragonborn DLC
The perk cast ice form for 15 seconds, but wait a minute...ice form is another shout! Why would you repeat the spell? So i've changed it to decrease attack speed (10%; 20%; 30%) for 15 seconds. Makes sense right? And it's still powerful. 

9: Marked for death: Increased recharge (30; 60; 90) + Decreased duration (20) + Different effects
Krii: damage unchanged, -50 armor, -10% elemental resistance
Lun: damage unchanged, -100 armor, -20% elemental resistance
Aus: damage unhanged, -200 armor. -40% elemental resistance
MARKED FOR DEATH MEANS YOU WANT IT DEAD NOT BLEEDING!!

10. Slow time: Increased Recharge (50; 70; 100) and no longer set to alteration.
One of the strongest shout had one of the lowest recharge in vanilla game... c'mon...

11. Whirwind sprint: Whirlwind shout: 1 word stagger humanoids, 2 words stagger giants and dragons, 3 words damages and pushes giants. Now this is a fun shout, and has its uses. It does not work while sprinting (the game can't activate the cloak while the whirwind sprint is active),only at start and arrival. 
It is better than the original though.

Vampiric Drain

Vanilla vampiric drain is 2pts per second in stage 1. in master difficulty it will cause 1 pt of damage per second
... ONE POINT PER SECOND!!!... GET READY ALDUIN! I JUST BECAME A VAMPIRE AND I'M GOING TO KILL YOU...NEXT YEAR!!! 
Increases the vampiric drain in human form to make it useful.

stage 1 - 8pts per second
stage 2 - 10pts per second
stage 3 - 12pts per second
stage 4- 15pts per second

it also boost the magnitude of the dawnguard buff that absorbs stamina and magicka by the same amount.
It may look like a huge unbalanced change, but it's not. In reality vanilla drain is unballanced weak.

Vampire Lord and Werewolf Balance

1. Werewolf no longer knock down with double swing (now heavy stagger opponents) and Vampire lord drain (missile) cost increased. Harkon deals more damage with his spells as well.

Weapon Passives

***Critical***

Critical now deal 5 times more damage in all perks, they differ in chance(%) to apply. Critical Charge doubles it,
Making it 10 times stronger. 
Math time: It is not as much as you think it is. Now, you have 10%->20% to hit 2.5 base damage as additional damage.
Example: A steel sword has base damage of 10. If it crits, it will deal 25 extra damage not modified by perks or enchantments. If you're using critical charge (running power attack), the extra damage will be 50. It is a nice engage now.
Just so you know:  "Great Critical Charge" and "Critical Charge" worked and still works wit all weapon types. It is not because warhammer can't crit that the Running power attack will not have bonus damage. The bonus damage of runing power attack WITH THIS MOD is equal to [BaseDamage x 5] regardless of weapon type.

**Bullseye**

Changed to Pincushion. Inspired by Dragon Age, arrows will now sunder enemies armor for 15 seconds, increasing phisical damage received by 5% per hit. This effect is cumulative.

***Bleeding***

Bleeding stack

 Iron Material (Max damage 9pts per hit)
1 perk: 2pts/1sec
2 perk: 2.5pts/2sec
3 perk: 3pts/3sec 
  
 Steel Material (Max damage 12pts per hit)
1 perk: 2pts/2sec
2 perk: 2.5pts/3sec
3 perk: 3pts/4sec

 Orcish Material (Max damage 12pts per hit)
1 perk: 2pts/2sec
2 perk: 2.5pts/3sec
3 perk: 3pts/4sec

 Dwarven Material (Max damage 15pts per hit)
1 perk: 2pts/3sec
2 perk: 2.5pts/4sec
3 perk: 3pts/5sec

 Elven Material (Max damage 15pts per hit)
1 perk: 2pts/3sec
2 perk: 2.5pts/4sec
3 perk: 3pts/5sec

 Glass Material (Max damage 18pts per hit)
1 perk: 2pts/4sec
2 perk: 2.5pts/5sec
3 perk: 3pts/6sec

 Ebony Material (Max damage 18pts per hit)
1 perk: 2pts/4sec
2 perk: 2.5pts/5sec
3 perk: 3pts/6sec

 Daedric Material (Max damage 21pts per hit)
1 perk: 2.5pts/4sec
2 perk: 35pts/5sec
3 perk: 3.5pts/6sec

 Dragonbone Material (Max damage 21pts per hit)
1 perk: 2.5pts/4sec
2 perk: 3pts/5sec
3 perk: 3.5pts/6sec

Also, bound battleaxe receive daedric bleeding bonus.

***Ignore Armor***

No longer ignore armor, instead power attacks deal 10%,20% or 30%, and have a 5% chance of stunning the target at level 3 when using maces or warhammers
Almost no NPC had enough armor rating to make the vanilla perk worth.

PLEASE, LET ME KNOW IF YOU FIND SOMETHING THAT IS NOT AS STATED ABOVE

As you can see, Warriors and mages got balanced but not Assassins. For Sneak balance I recomend this mod:
http://www.nexusmods.com/skyrim/mods/23353/?

HAVE FUN!! :)

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